uniform sampler2D Sampler;
varying vec2 vUVOut;

void main(void)
{	
	
//	/*if( dot(vec3(0,0,1.0), N) <= 0.3 )	//Cellshading
//	{
//		gl_FragColor = vec4(0.0,0.0,0.0,1.0);
//	}*/
		gl_FragColor =  vec4(texture2D(Sampler, vUVOut).xyz, 1.0);
		//if(vUVOut.z > 0)
		//{
		//	gl_FragColor =  vec4(texture2D(Sampler, vUVOut).xyz, 1.0);
		//}
		//gl_FragColor = vec4(vUVOut.x, vUVOut.y,0.0,1.0);
	
}

